To Run Two APs!

MerricB

Eternal Optimist
Supporter
With the end of the Age of Worms, our Friday night group will soon be embarking on the Savage Tide AP. We spent a couple of hours creating characters after the AoW finished. The first session will be in two weeks time. It was interesting to see what the players chose.

For the most part, the spellcasters of the AoW wanted to play non-casters this time around; they'd found high-level spellcasters to be troublesome to play. (Too many spells to keep track of!) We had one new player, and we fobbed the cleric role on him. And Martin, who'd been playing either a barbarian or a fighter in AoW, went for the arcane position.

All the PCs received one bonus regional feat - either from the lists in the Savage Tide Player's Guide, or those from the Greyhawk Regional Feats from a year or two ago in Dragon magazine.

As I recall, we ended up with the following PCs:

Craig the Druid is now playing a Human (Olman) Swashbuckler; a sailor who was under the tutelage of "Captain Jack". About the only PC with a positive Diplomacy score. He's sailed on ships as a mate. He was taken by a Sasserine/Sea Prince family as a slave over a decade ago, but is now a freeman.

Bradford the Paladin is now playing a LN Human (Oeridian) Scout. He's worked as a trainee navigator on ships, and has a younger sister, played by Peggy the Wizard, who has a CN Human (Oeridian) Rogue. Peggy's rogue has worked as a sailor, as well as a "finder of antiquities". Both are affiliated with the Seekers, IIRC.

Martin the Fighter is now playing a Human Wizard, who may possibly become an Ultimate Magus at some point. (He's got a positive Charisma modifier). The younger son of Sasserine nobility, he's done ok at the academy, and good at finding trinkets of arcane importance. Affiliated with the Seekers and the Dawn Council.

Richard is playing his first campaign with me. He got the Human Cleric role; a Cleric of Kord. His family were explorers, who have now vanished.

Rob the Cleric is playing a Human Ranger. He fled Sassarine a few years ago after he got his girlfriend pregnant and refused to marry her. On his return, finally intending to do the right thing, he discovered she and her family left Sassarine shortly after he did, and have not returned. (That leaves it open for me to have fun with!)

So, let's see if I can do more roleplaying with this game than with AoW - I think ST is set up for it better, with more continuity of characters (at least for the first few adventures; the latter half may not work that way).

The party is somewhat caster-light. I'll be interested to see how it plays.

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I'm also ending my Living Greyhawk campaign on Friday afternoons - the players are a little discouraged at the inconsistent quality of the adventures. So, after we finish The Red Hand of Doom (which I've run as LG), to replace it I'm going to run the Shackled City adventure path.

I'm considering whether to get the hardcover or not - I probably will, as it'll make it easier to run. Paizo were still learning in the magazines, and it show.

Rob (of the campaign above), Sarah, Daniel and Adam get to play in that game. It'll be once/week (as opposed to once/fortnight). Funnily enough, I think it's balanced more for 6 players, so the beginning may be tough. Oh well, they should be able to deal with it.

Adam has been appointed as the cleric - he's chosen to play one of Zagyg. I note that he's just posted on my site to ask if he can be a Divine Magician (alternative class feature from Complete Mage - the answer is yes, Adam).

Sarah's decided to try out the Factotum from Dungeonscape (she'll take the Adventurer/Trapfinder role in the group). It'll be interesting to see how the class goes.

Rob and Daniel are deciding on the Warrior and Arcane roles; I think Rob may want to play a Sorcerer, but we'll wait and see.

Cheers!
 

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I would agree with Shroomy. I ran the SCAP out of the magazines as they came out and, while it was great fun at the time, after seeing the extras that the hardcover had to offer, I wished that I had it while running the campaign. It would have added so much more to the experience.
 

Merric,

I completely agree with what Shroomy and Rauol are saying. SC is better off run with the HC, especially since there's a gap between the 1st and "2nd" adventures in the magazines. The HC fixes that AND provides much great detail about things in Cauldron. Plus the appendixes are very nice.
 

I am running a heavily modified version of STAP in my "Second Son of a Second Son" Aquerra campaign that started with Bullywug's Gambit.

I have not gotten to it in the story hour yet because the PCs are still only about 1/3 of the way thru that adventure - and while this is the first real set of on-going battles in this campaign so far (we just played our 6th session last sunday), in the end it will be mostly about the RP, not the killing - I saw STAP to be a great resource for a campaign with a political/mercantile theme as this one is.
 

MerricB said:
I'm also ending my Living Greyhawk campaign on Friday afternoons - the players are a little discouraged at the inconsistent quality of the adventures. So, after we finish The Red Hand of Doom (which I've run as LG), to replace it I'm going to run the Shackled City adventure path.

I'm considering whether to get the hardcover or not - I probably will, as it'll make it easier to run. Paizo were still learning in the magazines, and it show.

I have the tome, and it is a nice unified, expanded package in comparison to the magazines. It's a highly interconnected mass of info though (which I do regard as a good thing), so without a lot of prep I'll be flipping pages constantly. I'm pulling a *lot* of information out of it in various forms of digitization so it's at hand.

NW
 

I'm thinking of running SC in Sharn. Anyone done that? And any web info out there like extras I'm not aware of? I have the hardcover so I'm at least set there :D
 

It's none of my businss, but I think it's a terrible mistake to have a new player play the cleric. I realize that it's become some sort of D&D-as-frat-house hazing ritual, but that doesn't make it any better.

A cleric is often relegated to walking-band-aid in combat. Or he's being asked to buff people. What he doesn't get to do is make his own decisions, or take independent action... if he does, the other players get pissed off that their character didn't get healed, or didn't get the bull's strength, or whatever.

I would never make a new player play the cleric. I'd give him a fighter with a lot of passive feats, or maybe a sorcerer with some easy-to-understand spells.
 

Joshua Randall said:
A cleric is often relegated to walking-band-aid in combat. Or he's being asked to buff people. What he doesn't get to do is make his own decisions, or take independent action... if he does, the other players get pissed off that their character didn't get healed, or didn't get the bull's strength, or whatever.

Maybe this is not the case in Merric's games - I know it has never been the case in mine.

Clerics have always been: God first, party second. . .
 

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